﻿varying vec3 position, ecPosition3, normal;
varying vec4 ecPosition4;

// cut parameters
uniform vec3 back, front, reference;
uniform float minAxis, maxAxis, minAngle, maxAngle;
uniform vec4 debugColor;

void main()
{	
	position = vec3(gl_Vertex);
	ecPosition4 = gl_ModelViewMatrix * gl_Vertex;
	ecPosition3 = (vec3(ecPosition4)) / ecPosition4.w;
	normal = normalize(gl_NormalMatrix * gl_Normal);

	gl_TexCoord[0] = gl_MultiTexCoord0;
	gl_Position = ftransform();
}